Video games being violent is not a new concept in modern day society, as the two seem to share an intimate relationship forcing them to be interdependent. Debate on the consequence of playing violent video games has raged for a long time, but this time the question is on why…
which one can “…absolve themselves of guilt or justify certain morally questionable acts…” whereby video game players can release their inner feelings of violence that cannot be directed towards other people in the real world (Schaffer). With this in mind, video games are violent because they are virtual worlds in which there are no consequences for engaging in whatever violent acts that one pleases (Videogame Addiction). Therefore, video games are violent to provide a safe proving ground in which violent behavior can be virtualized and enacted in a safe manner that cannot harm anyone, the player included. Arguments are that this is the main reason to rid real life situations of potential acts of violence that may lead to severe consequences such as death (Schaffer). The virtual environment therefore creates a carefree environment, in which anything goes without condemnation or harm.
The other common reason as to why video games are violent is that people are generally violent in nature making it crucial to provide that which seek, but only in a controlled environment (Yenigun). With this in mind, it is said that violence is intriguing and the rush that comes with violence should be experienced in order for an individual to have lived a full and fulfilled life. Thus, video games are created to fit their part and play a crucial role in society, where they are violent because there is demand (Yenigun). This demand is the driving force for the violence in videogames based on evidence and speculation. As such, the question is whether the people who are fans of these games have high tendencies to being violent that draw them to violent games and should they address the problem (Videogame Addiction). As a result, the source of violence is conflicting in video games, but evidence points to video games being violent. This is because “Violence provides thrills that were hard-wired to enjoy, and video games offer an immersive experience that were hard-wired to ...
Cite this document
(“Why video games are violent Essay Example | Topics and Well Written Essays - 750 words”, n.d.)
Retrieved from https://studentshare.net/english/589145-why-video-games-are-violent
(Why Video Games Are Violent Essay Example | Topics and Well Written Essays - 750 Words)
“Why Video Games Are Violent Essay Example | Topics and Well Written Essays - 750 Words”, n.d. https://studentshare.net/english/589145-why-video-games-are-violent.
In a study among Dutch adolescent boys who were exposed to violent and non-violent games the author suggested that: those who were exposed to violent games were more aggressive than those who were not and they further wished they were like the violent characters in the game. Those children have the tendency to acquire violent behavior.
According to the discussion one of the claims of supporters of the violent video games-violence argument is that playing violent video games lead to violent crimes, but they ignore the reality that the relationship between playing violent games and acting violently against others through crimes is weak.
Why Video Games are Violent. Video games being violent is not a new concept in modern day society, as the two seem to share an intimate relationship forcing them to be interdependent. Debate on the consequence of playing violent video games has raged for a long time, but this time the question is on why video games are violent.
Research has shown that, many young people especially adolescent spend most of their time playing video games. Recent research shows that, girls spend approximately 5 hours playing video games while young men spend approximately 13 hours in a day playing violent video games. Video gaming is a multibillion dollar company.
There is an increasing focus of the young generation in video games which coincidentally is violent. The effect of this in their social life is of significant impact in the overall society. The perpetuity of the community is dependent on sound development of the young generation in their moral life.
Whether it is the television, video games, radio or marketing efforts made by companies, children usually do become the recipients, whether it is intentional or unintentional. The thesis statement here is to research on social and ethical implications of children and teens playing violent video games.
Pros and cons come and go. Economic, political, and scientific issues abound. In spite of all the shortcomings and all the nuances arising from the conflicts of interests, scientific research is going through the right direction. Little by little research is validating the common sense understanding that violent video-computer games produce negative effects on children and teenagers.
It would mean, according to Dill, "one game for every teenager on earth, or one game for every person in North America, Europe, and Japan, or enough games that, if laid end to end, would reach around the equator two and a half times." More and more people are really spending their money, time and energy on the video game business either as consumers or capitalists.